The Lurker Below

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The Lurker Below
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The Lurker Below


The Lurker Below is the second boss on xeno's Serpentshrine Caverns kill list. He is a big ol fishy on steroids.

Contents

Abilities

  • Geyser--Lurker randomly targets someone in the raid and spews water at them for approximately 2500-3500 frost damage. That player, and anyone close by, gets knocked back ~10 yards. Ability can be resisted.
  • Spout--Every once in awhile, (approximately 45-50 seconds) Lurker will spew forth a jet of water that, if not avoided, can decimate your raid. The damage itself might not kill you, but getting knocked back very far into hungry fishes can. He turns 360 degrees during this attack, so everyone is affected. Rather than face such an attack, players must either dive into the scalding water (explained below) or run in a circle opposite the way he's spewing. Note: xeno chooses to go into the water. Other guilds run in a circle.
  • Whirl--Does 3-5k damage to those in melee range, and has a large knockback. Stand as far in as possible on the ledge to avoid being plopped in the water on the opposite side.
  • Dive--Lurker's second phase starts when he dives under the water. You cannot hit him while he is underwater.
  • Scalding water (environment)--Until the Lurker Below is killed, all the water in SSC will hurt you for ~500 damage a tick (not to mention the evil fishies). Even though you are damaged, this is a far preferable fate than getting hit with Spout.


The Lurker Below Positions
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The Lurker Below Positions

Strategy

The Lurker Below fight begins only if players start fishing. Anyone can fish, and the more fishers the better. The tanks should NOT fish.

Groups

  • Tank Group(MT, OT, healers, warlock w/ imp)--This group stands around the little gap in the middle platform, as in the linked image. During the dive phase, MT will swing around to his left and grab the mob that spawns (explained later). The OT will grab the one to the right.
  • Groups 1-3(ranged damage/raid healers)--On the diagram, these groups are responsible for killing/sheeping the ranged Naga that spawn in the dive phase. Spread out, and learn to jump on and off the various platforms. Kill/sheep order varies by raid, so pay attention to the raid leader's assignments (do I kill it or make it fluffy?).
  • Melee (Rogues, feral druids, extra warriors)--This group stands as close to the middle as possible, as indicated. A feral druid/off-spec warrior/pally in tank gear is necessary to tank the mob that spawns here in the dive phase. This group WILL be knocked back frequently, so be prepared. During the spout, you will dive into the water IN FRONT of you, and jump backwards to get out.

Normal Phase

Once The Lurker Below is fished up out of the water, the MT and OT must immediately get as much aggro as possible. Melee may begin immediately, but watch your threat if it's been a problem on other fights. About 45 seconds into the fight, Lurker does his first spout. Tip for melee: To help conserve your healers' mana, don't jump into the water until the spout is almost on you. Jump out immediately after.

He will then whirl, stay up for 10-15 more seconds, then go into the second phase, which is the Dive Phase.

The second time the Normal Phase comes around, Lurker will IMMEDIATELY spout. Each normal phase after the initial pull will be very similar to the first, with Geysers, Spouts, and Whirls alternating every 45 seconds to one minute.

Dive Phase

The Lurker periodically dives under the water so you can no longer hit him. When this happens, he summons two sets of mobs to help him. Note: This is where xeno differs slightly from some other guilds.

The Dive phase lasts one minute, so you have to take care of your adds fast. Explanation of this phase is best done through descriptions of the summoned mobs.

Coilfang Guardians

These mobs have ~80k health, and spawn at three different points along the inner platform. The MT will take one, the OT will get a second, and the melee group's feral druid, etc. will pick up the third. These guys have a nasty cleave, so turn it away from the group.

The melee group kills theirs first, then swings around to take the MT's target down. The Group 1 range group will usually kill the OT's Guardian, and then focus on their other duties.

Coilfang Ambushers

Three pairs of ranged naga spawn, two on each separated platform (see diagram). They are buggy, and sometimes evade until their target joins them on the platform. Sometimes they despawn for no reason. Their only dangerous ability is a Multishot which hits 3 players for 2-3k damage each. They are easy to kill, as they only have ~26k health.

Three dedicated ranged groups will be tasked with taking care of these mobs. Sheep as many as possible, to be killed later, and MAKE SURE THEY STAY SHEEPED. Ranged groups 1-3 should kill any that remain. Melee can help kill leftovers AFTER the Guardians are dead, and the tanks are back in position. Group makeup for.

Once your Ambushers and Guardians are taken care of, get back in position for when Lurker comes back for his Normal Phase. Be prepared for immediate Spout.

Loot Table